title: Comparing "pick and place" task in spatial Augmented Reality versus non-immersive Virtual Reality for rehabilitation setting.
abstract: Introducing computer games to the rehabilitation market led to development of numerous Virtual Reality (VR) training applications. Although VR has provided tremendous benefit to the patients and caregivers, it has inherent limitations, some of which might be solved by replacing it with Augmented Reality (AR). The task of pick-and-place, which is part of many activities of daily living (ADL's), is one of the major affected functions stroke patients mainly expect to recover. We developed an exercise consisting of moving an object between various points, following a flash light that indicates the next target. The results show superior performance of subjects in spatial AR versus non-immersive VR setting. This could be due to the extraneous hand-eye coordination which exists in VR whereas it is eliminated in spatial AR.
authors.forename: Maryam
authors.initials: M
authors.lastname: Khademi
authors.forename: Hossein Mousavi
authors.initials: HM
authors.lastname: Hondori
authors.forename: Lucy
authors.initials: L
authors.lastname: Dodakian
authors.forename: Steve
authors.initials: S
authors.lastname: Cramer
authors.forename: Cristina V
authors.initials: CV
authors.lastname: Lopes
mesh_terms: D000203:Activities of Daily Living; D000328:Adult; D000465:Algorithms; D015444:Exercise; D005260:Female; D006225:Hand / Q000502:physiology; D006801:Humans; D008297:Male; D008875:Middle Aged; D009068:Movement; D009799:Ocular Physiological Phenomena; D000071939:Stroke Rehabilitation; D014584:User-Computer Interface; D018910:Video Games; D063367:Virtual Reality Exposure Therapy / Q000295:instrumentation / Q000379:methods*